Valkyria Chronicles (PS3) Review

Date purchased: Nov. 6, 2013
Price paid: $18.19
Dates played: Feb. to Mar. 2018
Playtime: ~60h
Date reviewed: Mar, 26, 2018
Date posted: Feb. 8, 2023
Rating: 6/10

My save file is at about 43 hrs, but it probably took me closer to 60 hrs with all the mission aborts and reloads.

The first thing I'll say is that the music is very similar to Final Fantasy XII and the Final Fantasy Tactics games (same composer), so since FF12 and the FFTs have my favorite music in that franchise, I really liked the music in this game.

I started out really liking the game, but the more I played it, and the more the problems started compiling, around the 2/3 point, I was just looking to get the game over with. The game utilizes a ranking system for how "well" you do in missions, which completely comes down to how fast you finish the mission. It doesn't matter if you completely wipe out the enemy, you'll get much better rewarded for simply rushing to the objective. This wouldn't be so bad if it just gave you a grade, but you get massive experience and money bonuses for higher ranks.

You get to mix and match up to something like 50 troops in your 20-member roster, but I almost never found the need to do so. And then you only ever get to have up to 10 troops on the battlefield. Except for 2 or 3 missions, I used the exact same party -- and due to how the amount of Command Points you get works, you'll always have certain troops in your party, even if they have no real use. I found this to be extremely limiting and really disliked it.

The quasi-turn based system they used has some severe flaws. You get one action per move, regardless of when you perform it (with the exception of mine disarming, which you can do as many times as you want in addition to the action), but the opponent gets a theoretic infinite amount of interception fire or counter attacks. So, if you get hung up on the corner of a building or get stuck getting around a teammate, you can get completely wiped out as the opponent pulls off several attacks. So, if you want to lose a mission real quick to restart it, just move Welkin into position where he can be shot at and just stand there. A much more logical system (and in strategy games, I expect a much higher level of logic than in other genres) would have the action take up Action Points (in this game, the actions don't actually use AP, but rather ONLY moving takes AP (the ACTIONS of crouching, standing up, climbing ladders, and disarming mines don't use any ACTION Points, either)), so you could perform more than one action -- the way it's setup makes absolutely no sense. If I want to stay stationary, there's no logical reason why I shouldn't be able to attack multiple times.

There also seems to be an issue of if you are too close to the enemy, you will not hit. I ran Welkin (in one of the missions where he's not in the tank) up to where he was making physical contact with the enemy and his entire reticle was within the opponent's head (which should be an automatic hit, according to the manual), and he missed every single shot. I did this several times to see if it was a fluke, and the same thing happened every time. I was able to use this to my advantage in the final battle, as I was able to run a tank up against the end boss and his attack did 0 damage.

Double standards I came across: you must clear out a camp to occupy it, but it seems this doesn't apply to the other side. All the enemies with line of sight and within range are able to intercept you, but it seems that only your troop that it shows the point of view from can intercept them (unless maybe any troop(s) that the POV troop has an affinity with can also attack).

I did like the wide open and city stages, but for the later part of the game, several missions were boring gimmick missions (the penultimate one had me spending the last 3 turns with one character standing stationary, shooting at the target, while an engineer would resupply him).